+++ /dev/null
-#include "chroma_subsampler.h"
-#include "v210_converter.h"
-
-#include <vector>
-
-#include <movit/effect_util.h>
-#include <movit/resource_pool.h>
-#include <movit/util.h>
-
-using namespace movit;
-using namespace std;
-
-ChromaSubsampler::ChromaSubsampler(ResourcePool *resource_pool)
- : resource_pool(resource_pool)
-{
- vector<string> frag_shader_outputs;
-
- // Set up stuff for NV12 conversion.
- //
- // Note: Due to the horizontally co-sited chroma/luma samples in H.264
- // (chrome position is left for horizontal and center for vertical),
- // we need to be a bit careful in our subsampling. A diagram will make
- // this clearer, showing some luma and chroma samples:
- //
- // a b c d
- // +---+---+---+---+
- // | | | | |
- // | Y | Y | Y | Y |
- // | | | | |
- // +---+---+---+---+
- //
- // +-------+-------+
- // | | |
- // | C | C |
- // | | |
- // +-------+-------+
- //
- // Clearly, the rightmost chroma sample here needs to be equivalent to
- // b/4 + c/2 + d/4. (We could also implement more sophisticated filters,
- // of course, but as long as the upsampling is not going to be equally
- // sophisticated, it's probably not worth it.) If we sample once with
- // no mipmapping, we get just c, ie., no actual filtering in the
- // horizontal direction. (For the vertical direction, we can just
- // sample in the middle to get the right filtering.) One could imagine
- // we could use mipmapping (assuming we can create mipmaps cheaply),
- // but then, what we'd get is this:
- //
- // (a+b)/2 (c+d)/2
- // +-------+-------+
- // | | |
- // | Y | Y |
- // | | |
- // +-------+-------+
- //
- // +-------+-------+
- // | | |
- // | C | C |
- // | | |
- // +-------+-------+
- //
- // which ends up sampling equally from a and b, which clearly isn't right. Instead,
- // we need to do two (non-mipmapped) chroma samples, both hitting exactly in-between
- // source pixels.
- //
- // Sampling in-between b and c gives us the sample (b+c)/2, and similarly for c and d.
- // Taking the average of these gives of (b+c)/4 + (c+d)/4 = b/4 + c/2 + d/4, which is
- // exactly what we want.
- //
- // See also http://www.poynton.com/PDFs/Merging_RGB_and_422.pdf, pages 6–7.
-
- // Cb/Cr shader.
- string cbcr_vert_shader =
- "#version 130 \n"
- " \n"
- "in vec2 position; \n"
- "in vec2 texcoord; \n"
- "out vec2 tc0, tc1; \n"
- "uniform vec2 foo_chroma_offset_0; \n"
- "uniform vec2 foo_chroma_offset_1; \n"
- " \n"
- "void main() \n"
- "{ \n"
- " // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: \n"
- " // \n"
- " // 2.000 0.000 0.000 -1.000 \n"
- " // 0.000 2.000 0.000 -1.000 \n"
- " // 0.000 0.000 -2.000 -1.000 \n"
- " // 0.000 0.000 0.000 1.000 \n"
- " gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
- " vec2 flipped_tc = texcoord; \n"
- " tc0 = flipped_tc + foo_chroma_offset_0; \n"
- " tc1 = flipped_tc + foo_chroma_offset_1; \n"
- "} \n";
- string cbcr_frag_shader =
- "#version 130 \n"
- "in vec2 tc0, tc1; \n"
- "uniform sampler2D cbcr_tex; \n"
- "out vec4 FragColor, FragColor2; \n"
- "void main() { \n"
- " FragColor = 0.5 * (texture(cbcr_tex, tc0) + texture(cbcr_tex, tc1)); \n"
- " FragColor2 = FragColor; \n"
- "} \n";
- cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader, frag_shader_outputs);
- check_error();
- cbcr_chroma_offset_0_location = get_uniform_location(cbcr_program_num, "foo", "chroma_offset_0");
- check_error();
- cbcr_chroma_offset_1_location = get_uniform_location(cbcr_program_num, "foo", "chroma_offset_1");
- check_error();
-
- cbcr_texture_sampler_uniform = glGetUniformLocation(cbcr_program_num, "cbcr_tex");
- check_error();
- cbcr_position_attribute_index = glGetAttribLocation(cbcr_program_num, "position");
- check_error();
- cbcr_texcoord_attribute_index = glGetAttribLocation(cbcr_program_num, "texcoord");
- check_error();
-
- // Same, for UYVY conversion.
- string uyvy_vert_shader =
- "#version 130 \n"
- " \n"
- "in vec2 position; \n"
- "in vec2 texcoord; \n"
- "out vec2 y_tc0, y_tc1, cbcr_tc0, cbcr_tc1; \n"
- "uniform vec2 foo_luma_offset_0; \n"
- "uniform vec2 foo_luma_offset_1; \n"
- "uniform vec2 foo_chroma_offset_0; \n"
- "uniform vec2 foo_chroma_offset_1; \n"
- " \n"
- "void main() \n"
- "{ \n"
- " // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: \n"
- " // \n"
- " // 2.000 0.000 0.000 -1.000 \n"
- " // 0.000 2.000 0.000 -1.000 \n"
- " // 0.000 0.000 -2.000 -1.000 \n"
- " // 0.000 0.000 0.000 1.000 \n"
- " gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
- " vec2 flipped_tc = texcoord; \n"
- " y_tc0 = flipped_tc + foo_luma_offset_0; \n"
- " y_tc1 = flipped_tc + foo_luma_offset_1; \n"
- " cbcr_tc0 = flipped_tc + foo_chroma_offset_0; \n"
- " cbcr_tc1 = flipped_tc + foo_chroma_offset_1; \n"
- "} \n";
- string uyvy_frag_shader =
- "#version 130 \n"
- "in vec2 y_tc0, y_tc1, cbcr_tc0, cbcr_tc1; \n"
- "uniform sampler2D y_tex, cbcr_tex; \n"
- "out vec4 FragColor; \n"
- "void main() { \n"
- " float y0 = texture(y_tex, y_tc0).r; \n"
- " float y1 = texture(y_tex, y_tc1).r; \n"
- " vec2 cbcr0 = texture(cbcr_tex, cbcr_tc0).rg; \n"
- " vec2 cbcr1 = texture(cbcr_tex, cbcr_tc1).rg; \n"
- " vec2 cbcr = 0.5 * (cbcr0 + cbcr1); \n"
- " FragColor = vec4(cbcr.g, y0, cbcr.r, y1); \n"
- "} \n";
-
- uyvy_program_num = resource_pool->compile_glsl_program(uyvy_vert_shader, uyvy_frag_shader, frag_shader_outputs);
- check_error();
- uyvy_luma_offset_0_location = get_uniform_location(uyvy_program_num, "foo", "luma_offset_0");
- check_error();
- uyvy_luma_offset_1_location = get_uniform_location(uyvy_program_num, "foo", "luma_offset_1");
- check_error();
- uyvy_chroma_offset_0_location = get_uniform_location(uyvy_program_num, "foo", "chroma_offset_0");
- check_error();
- uyvy_chroma_offset_1_location = get_uniform_location(uyvy_program_num, "foo", "chroma_offset_1");
- check_error();
-
- uyvy_y_texture_sampler_uniform = glGetUniformLocation(uyvy_program_num, "y_tex");
- check_error();
- uyvy_cbcr_texture_sampler_uniform = glGetUniformLocation(uyvy_program_num, "cbcr_tex");
- check_error();
- uyvy_position_attribute_index = glGetAttribLocation(uyvy_program_num, "position");
- check_error();
- uyvy_texcoord_attribute_index = glGetAttribLocation(uyvy_program_num, "texcoord");
- check_error();
-
- // Shared between the two.
- float vertices[] = {
- 0.0f, 2.0f,
- 0.0f, 0.0f,
- 2.0f, 0.0f
- };
- vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
- check_error();
-
- // v210 compute shader.
- if (v210Converter::has_hardware_support()) {
- string v210_shader_src = R"(#version 150
-#extension GL_ARB_compute_shader : enable
-#extension GL_ARB_shader_image_load_store : enable
-layout(local_size_x=2, local_size_y=16) in;
-layout(r16) uniform restrict readonly image2D in_y;
-uniform sampler2D in_cbcr; // Of type RG16.
-layout(rgb10_a2) uniform restrict writeonly image2D outbuf;
-uniform float inv_width, inv_height;
-
-void main()
-{
- int xb = int(gl_GlobalInvocationID.x); // X block number.
- int y = int(gl_GlobalInvocationID.y); // Y (actual line).
- float yf = (gl_GlobalInvocationID.y + 0.5f) * inv_height; // Y float coordinate.
-
- // Load and scale CbCr values, sampling in-between the texels to get
- // to (left/4 + center/2 + right/4).
- vec2 pix_cbcr[3];
- for (int i = 0; i < 3; ++i) {
- vec2 a = texture(in_cbcr, vec2((xb * 6 + i * 2) * inv_width, yf)).xy;
- vec2 b = texture(in_cbcr, vec2((xb * 6 + i * 2 + 1) * inv_width, yf)).xy;
- pix_cbcr[i] = (a + b) * (0.5 * 65535.0 / 1023.0);
- }
-
- // Load and scale the Y values. Note that we use integer coordinates here,
- // so we don't need to offset by 0.5.
- float pix_y[6];
- for (int i = 0; i < 6; ++i) {
- pix_y[i] = imageLoad(in_y, ivec2(xb * 6 + i, y)).x * (65535.0 / 1023.0);
- }
-
- imageStore(outbuf, ivec2(xb * 4 + 0, y), vec4(pix_cbcr[0].x, pix_y[0], pix_cbcr[0].y, 1.0));
- imageStore(outbuf, ivec2(xb * 4 + 1, y), vec4(pix_y[1], pix_cbcr[1].x, pix_y[2], 1.0));
- imageStore(outbuf, ivec2(xb * 4 + 2, y), vec4(pix_cbcr[1].y, pix_y[3], pix_cbcr[2].x, 1.0));
- imageStore(outbuf, ivec2(xb * 4 + 3, y), vec4(pix_y[4], pix_cbcr[2].y, pix_y[5], 1.0));
-}
-)";
- GLuint shader_num = movit::compile_shader(v210_shader_src, GL_COMPUTE_SHADER);
- check_error();
- v210_program_num = glCreateProgram();
- check_error();
- glAttachShader(v210_program_num, shader_num);
- check_error();
- glLinkProgram(v210_program_num);
- check_error();
-
- GLint success;
- glGetProgramiv(v210_program_num, GL_LINK_STATUS, &success);
- check_error();
- if (success == GL_FALSE) {
- GLchar error_log[1024] = {0};
- glGetProgramInfoLog(v210_program_num, 1024, nullptr, error_log);
- fprintf(stderr, "Error linking program: %s\n", error_log);
- exit(1);
- }
-
- v210_in_y_pos = glGetUniformLocation(v210_program_num, "in_y");
- check_error();
- v210_in_cbcr_pos = glGetUniformLocation(v210_program_num, "in_cbcr");
- check_error();
- v210_outbuf_pos = glGetUniformLocation(v210_program_num, "outbuf");
- check_error();
- v210_inv_width_pos = glGetUniformLocation(v210_program_num, "inv_width");
- check_error();
- v210_inv_height_pos = glGetUniformLocation(v210_program_num, "inv_height");
- check_error();
- } else {
- v210_program_num = 0;
- }
-}
-
-ChromaSubsampler::~ChromaSubsampler()
-{
- resource_pool->release_glsl_program(cbcr_program_num);
- check_error();
- resource_pool->release_glsl_program(uyvy_program_num);
- check_error();
- glDeleteBuffers(1, &vbo);
- check_error();
- if (v210_program_num != 0) {
- glDeleteProgram(v210_program_num);
- check_error();
- }
-}
-
-void ChromaSubsampler::subsample_chroma(GLuint cbcr_tex, unsigned width, unsigned height, GLuint dst_tex, GLuint dst2_tex)
-{
- GLuint vao = resource_pool->create_vec2_vao({ cbcr_position_attribute_index, cbcr_texcoord_attribute_index }, vbo);
- glBindVertexArray(vao);
- check_error();
-
- // Extract Cb/Cr.
- GLuint fbo;
- if (dst2_tex <= 0) {
- fbo = resource_pool->create_fbo(dst_tex);
- } else {
- fbo = resource_pool->create_fbo(dst_tex, dst2_tex);
- }
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glViewport(0, 0, width/2, height/2);
- check_error();
-
- glUseProgram(cbcr_program_num);
- check_error();
-
- glActiveTexture(GL_TEXTURE0);
- check_error();
- glBindTexture(GL_TEXTURE_2D, cbcr_tex);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- check_error();
-
- glUniform2f(cbcr_chroma_offset_0_location, -1.0f / width, 0.0f);
- check_error();
- glUniform2f(cbcr_chroma_offset_1_location, -0.0f / width, 0.0f);
- check_error();
- glUniform1i(cbcr_texture_sampler_uniform, 0);
-
- glDrawArrays(GL_TRIANGLES, 0, 3);
- check_error();
-
- glUseProgram(0);
- check_error();
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- check_error();
- glBindVertexArray(0);
- check_error();
-
- resource_pool->release_fbo(fbo);
- resource_pool->release_vec2_vao(vao);
-}
-
-void ChromaSubsampler::create_uyvy(GLuint y_tex, GLuint cbcr_tex, unsigned width, unsigned height, GLuint dst_tex)
-{
- GLuint vao = resource_pool->create_vec2_vao({ cbcr_position_attribute_index, cbcr_texcoord_attribute_index }, vbo);
- glBindVertexArray(vao);
- check_error();
-
- glBindVertexArray(vao);
- check_error();
-
- GLuint fbo = resource_pool->create_fbo(dst_tex);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glViewport(0, 0, width/2, height);
- check_error();
-
- glUseProgram(uyvy_program_num);
- check_error();
-
- glUniform1i(uyvy_y_texture_sampler_uniform, 0);
- check_error();
- glUniform1i(uyvy_cbcr_texture_sampler_uniform, 1);
- check_error();
-
- glActiveTexture(GL_TEXTURE0);
- check_error();
- glBindTexture(GL_TEXTURE_2D, y_tex);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- check_error();
-
- glActiveTexture(GL_TEXTURE1);
- check_error();
- glBindTexture(GL_TEXTURE_2D, cbcr_tex);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- check_error();
-
- glUniform2f(uyvy_luma_offset_0_location, -0.5f / width, 0.0f);
- check_error();
- glUniform2f(uyvy_luma_offset_1_location, 0.5f / width, 0.0f);
- check_error();
- glUniform2f(uyvy_chroma_offset_0_location, -1.0f / width, 0.0f);
- check_error();
- glUniform2f(uyvy_chroma_offset_1_location, -0.0f / width, 0.0f);
- check_error();
-
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- check_error();
-
- glDrawArrays(GL_TRIANGLES, 0, 3);
- check_error();
-
- glActiveTexture(GL_TEXTURE0);
- check_error();
- glUseProgram(0);
- check_error();
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- check_error();
- glBindVertexArray(0);
- check_error();
-
- resource_pool->release_fbo(fbo);
- resource_pool->release_vec2_vao(vao);
-}
-
-void ChromaSubsampler::create_v210(GLuint y_tex, GLuint cbcr_tex, unsigned width, unsigned height, GLuint dst_tex)
-{
- assert(v210_program_num != 0);
-
- glUseProgram(v210_program_num);
- check_error();
-
- glUniform1i(v210_in_y_pos, 0);
- check_error();
- glUniform1i(v210_in_cbcr_pos, 1);
- check_error();
- glUniform1i(v210_outbuf_pos, 2);
- check_error();
- glUniform1f(v210_inv_width_pos, 1.0 / width);
- check_error();
- glUniform1f(v210_inv_height_pos, 1.0 / height);
- check_error();
-
- glActiveTexture(GL_TEXTURE0);
- check_error();
- glBindTexture(GL_TEXTURE_2D, y_tex); // We don't actually need to bind it, but we need to set the state.
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- check_error();
- glBindImageTexture(0, y_tex, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R16); // This is the real bind.
- check_error();
-
- glActiveTexture(GL_TEXTURE1);
- check_error();
- glBindTexture(GL_TEXTURE_2D, cbcr_tex);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- check_error();
-
- glBindImageTexture(2, dst_tex, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGB10_A2);
- check_error();
-
- // Actually run the shader. We use workgroups of size 2x16 threadst , and each thread
- // processes 6x1 input pixels, so round up to number of 12x16 pixel blocks.
- glDispatchCompute((width + 11) / 12, (height + 15) / 16, 1);
-
- glBindTexture(GL_TEXTURE_2D, 0);
- check_error();
- glActiveTexture(GL_TEXTURE0);
- check_error();
- glUseProgram(0);
- check_error();
-}